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Crash with SDFGI and very large znear or zfar #99967
Comments
For reference, here is the console output.
|
This is likely the consequence of an invalid projection (division by zero) in the graphics driver. See #84454 where I could reliably trigger those by modifying the Camera3D projection matrix in unintended ways. |
Tested versions
4.4.dev (893bbdf)
4.4-dev5
System information
Godot v4.4.dev (b09b8ef1a) - Ubuntu 24.04.1 LTS 24.04 on X11 - X11 display driver, Multi-window, 1 monitor - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3050 (nvidia; 535.183.01) - Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz (8 threads)
Issue description
Crash when SDFGI is active and the camera's znear or zfar is set to a very high value (above 1E20 or so).
A
VK_ERROR_DEVICE_LOST
is raised here :https://github.com/godotengine/godot/blob/5f7dab636a2dfcf054412fa028474773e5ea61b9/drivers/vulkan/rendering_device_driver_vulkan.cpp#L2525-L2528
Steps to reproduce
In Editor : New scene > Add
Camera3D
> AddEnvironment
> Enable SDFGI.Set the camera's znear or zfar to anything above 1e20.
I'm aware such large far / near values can't be used in practice right now, but I'm currently working on making this possible.
Minimal reproduction project (MRP)
crash_sdfgi.zip
Open scene "crash_sdfgi".
Godot will crash as soon as you preview the camera.
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